Runinfo

Below is a non-exhaustive set of instructions for doing hero level runs on Waterdeep. If you have any questions, ask the group you're running with or use the ask/answer channel. Ignore the veteran players that get grumpy at your questions and remember: they were once newbies, too.

If you're new to hero runs, you should check out the run basics page before you embark on one. This page has a nice summation of weapons, items and expectations associated with hero runs. If you have any questions, don't hesitate to ask in the game. Even though some veterans may grumble, everyone will agree that a well-informed runner is worlds better than an uninformed runner.

The Blackstaff run is a collection of different scenarios. Each scenario may require tweaking the final group. Initially, melee classes and a single healer will get the setup completed. You can rotate the group out before beginning the run proper depending on the scenario.

The claim for this run must be completed on a Wizard. Improved invis is key for portions of this setup. Rather than give explicit directions, we will give you a general idea of how to complete the setup. Bring some poisoned food (or be able to cast poison on yourself) and an ample amount of healing/mana potions.

At the entrance to Blackstaff Tower, a Lord of Waterdeep would like you to perform an errand for him. You'll have to find some blackberries on the ground around the tower.

Head west. There is a small chance you'll make it over the windy bridge safely and on the ground around the tower. If so, skip the next step.

More than likely you were blown off the bridge by a gust of wind. Go all west and then work your way up through the caverns. You need to be invis/imp invis because there are aggro mobs here.

Find some blackberries on the ground around the tower. Grab them and return to the Lord at the entrance to the tower. Local recall takes you to a staging point and local recall from there will take you back to Waterdeep local.

Give the blackberries to the Lord, who will give you a key in exchange for them. Head back west and find your way to the path around the tower once again.

Along the western edge of the tower is a hidden exit east. The key from the Lord will give you access.

Next you must scale the tower. You'll start in the Chamber of Pillars and then the Chamber of Illusions to the Hallway with Cyan Tapestries.

In this "level" of the tower you'll need to work your way into the Northeast Room and enter a painting there. This will take you to the Library of Blackstaff Tower.

There will be a locked room to the north in the Library. Conjure a demon, use it to pick the door and move north and up.

From this point forward, simply say "I wish to leave" and you will be transported out.

This chamber has many traps that will cause a fair amount of damage to you. Keep an eye on your HP. Move through the chamber looking for an up exit in the central eastern area of this chamber. You will find an exit up that you should go through twice.

Before moving even once in this chamber, you need to get poisoned. This chamber has traps that will sleep, dispel and energy drain you. Move slowly through this chamber wsw2senesu.

You'll find yourself in a chamber with statues. Each statue is actually a basilisk that will come to life should you move without being invisible. Cast imp invis and move to the southern portion of the chamber. There you will find a long corridor with a basilisk at the end of it. Kill the basilisk to get the reptilian key and move all north.

Unlock and enter the up exit to enter the portal chamber. There are five total levels to this chamber. The trick is to move east and west looking for the right portals to enter. Once you enter a portal an mprog will tell you what level you are in. The final level is the room with the weaver.

You can kill the weaver with just a healer and Mercenary or Strider but the more melee you bring, the better. As the weaver gets closer to death it will cast maladictions on the tank with increased frequency. Once the weaver is dead, be sure to loot the corpse and enter the portal three times in a row to gain access to the final chamber.

This chamber is filled with howler monkeys, spider monkeys and gorillas. Each hold keys that will gain you access to the claim room of the run. The healer should sit in the middle of this chamber below the three locked exits. Melee characters should kill all mobs in the area except for the Chromatic monkeys. Most of the mobs will drop a key. Identify the key and if it is type trash, drop it. If it is type key, yell the key you have and give it to the healer to hold. The door order is golden monkey key, silver spider key and gorilla key.

Occasionally not every key will spawn. After killing every monkey in the area the group must wait for a respawn to look for the missing key. You can pass this time by killing the Chromatic monkeys that have spawned. Each holds a gem worth about 1k platinum and can be added to the lotto pool for the run.

Move up from the jungle chamber and send someone with high HP all south. There are three pathways to the claim room and one or two of them will have an Incarnate of Darkness in it. The idea is to have someone go all south. If it's clear, they'll yell clear to tell everyone else if it's safe. If there is an Incarnate in the room they should signal that to the rest of the group. Once everyone is south, the holder of all the keys should say "claim". Pointing at a character will move them into the run, which is a no_recall area.

The run has five separate scenarios that can only be discovered by pointing in someone to explore. You should always try to point in a summoner to assist with bringing people in.

Demons: Any class. Retrieve the Tome of Laeral from her corpse before going up to the roof for the demons. There are six smaller demons and one main demon. Kill the smaller demons first and then the main demon. The main demon will cast sleep on the tank. If possible, bring a Titan or Thri'kreen to tank. Everyone in the group, including the healer, should have poison before attacking the main mob. Everyone should group together except the healer and toggle config assist so they assist group members. If using the immune charm tank, melee should wait to backstab until the tank does so they don't have sleep cast on them. Once killed, take the Tome to the waiting Alstruiel Silvermoon and give it to her. Use the yell/shout channel to vote on the loot and say the name to receive it.

Golem: Any class but Mercenary because it has a countercircle/strike mprog. Standard hack and slash. Will engage Priest and will have to flee to heal, should recite when possible. Does smash damage. Same loot style as Demons with different items.

Laeral: Any class. Will teleport to different parts of the roof and engage healer on entry. Does magic damage.

Shades: Any class. Has three forms and will spawn mobs to assist it, should be killed by a Mercenary.

Taylor: Any class. Standard hack and slash and easiest scenario. Will engage Priest and will have to flee to heal. Does slash damage.

Weaver: (Sparking) a Weave Wrap and (Crackling) a Weave Wrap. Both wraps have a high chance to load. Weaver is available even when the run is closed. If the Sparkling Wrap does not pop, its most likely already of been farmed by a player previous to the run opening.

The claim process for Candlekeep Catacombs is technically an area quest. It's long and involved. I believe it to be ubiquitous enough to include specific directions here. The directions below assume Yatinoa is where she usually is, the southern room of the pixie house.

Start at the gate guard and buy a platinum and gold pass. Wear the platinum one and hang on to the gold pass for now. Vis up (the "visible" command) and move 13nu4n4dnd.

Say "quija sent me". This will trigger the claim and begin the area quest.

Clarenius gives you a letter for Tethtoril, who lives in the tower. He is u2nwue3suw from Clarenius.

Tethtoril gives you a recipe for Clarenius, who is ed4n4dnd from Tethtoril.

Justonav would like a pass into Candlekeep! Find him u2nwue3sd14s4enen from Clarenius and say something about a pass to him. He will reveal himself, allowing you to give him your gold pass.

Bring the rainbow bloom he gives you back to Clarenius, sws4w14nu4n4dnd.

You have to kill Garuda, located in the Demon Clan on the way to Underdark. You can find him 6s5sdedwn5d3n2w2s from Westbridge local. He's a pushover for anyone to kill.

After Garuda dies, he drops the Greater Gem of Gate. Pick it up, return to Clarenius and give it to him. The Demon Clan area is no_recall, so move 2n2e3s5u to recall and get back to Candlekeep.

Give the gem to Clarenius and he'll give you some special nuts to give to Konopo in MoogleTown. Konopo is 6s12e2n2ed5n from Westbridge local.

Konopo will give you a book to bring to Clarenius. Once you give it to him, he'll send you to kill the baby Tarrasque.

Recall to Wesbridge and get invis/imp invis. There is a tunnel 24s2es3edeus2denes2dsesw2dwsw2dnwn2d2sedwsedene2d from Westbridge local that has the baby Tarrasque in it. Kill the baby Tarrasque, make yourself visible and return to Clarenius.

Give Clarenius the blood of the baby Tarrasque. He will tell you to bring the underbelly material to Grignir outside Candlekeep, u2nwue3sd14s2e.

Grignir will give you an emerald to take to Clarenius, who will give you a tome to take to Bella Lightfoot.

Bella Lightfoot moves around Candlekeep, so exit the tower and do 'where bella'. Find her and give her the tome. She'll translate a page for you to bring to Clarenius.

The final item! Once you give the translated page to Clarenius, he'll ask for some ghast flesh from the catacombs to the west. Some kind levelers leave them on the floor as they kill them. Otherwise summon a Mercenary to kill a ghast for the flesh and give it to Clarenius.

Say "check" four times, say "complete", nod at Clarenius and smile at Clarenius. Congratulations, the setup is complete! There will now be a crystal in the room with Clarenius which is a portal to the run proper.

Important note: once you enter the crystal, you can not quaff potions. The area is not simply no_quaff but instead as an mprog that will cause massive damage and entangle quaffers. If you are under the RIP flag, you can safely quaff but will still be entangled. You can not move down after entering the crystal with scrolls or potions in your inventory, they must be inside a pack.
Venn is a hack and slash mob for the most part. Anyone who enters the room with him has a high chance to be hit by an mprog. The Priest must flee or be rescued by the tank to heal. Venn will also occasionally entangle anyone in the room. The Priest has to be rescued to heal or (with a much higher risk) must cancel themselves of entangle to flee. The final 10% or so of Venn gets difficult as he begins to heal during this portion. It is important for dying melee classes to quickly re-arm themselves and resume damage.
You have the option of blinding Venn just before his death (at 0 or 1%). Blinding him guarantees a ring and anklet but will exclude all of his weapons and doppleganger ashes. Leaving him sighted essentially rolls the dice on the loot table. It is general accepted practice to not blind Venn as the Luminus is highly prized on the secondary market currently as it is a component used in an mprog. Please discuss with the group prior to the run if you would like to blind Venn to guarantee the loot.

The anklet and ring above are their desired versions. Should a malachite ring or lapis anklet spawn instead, the doppleganger ashes can be used to transform the item to its desired version. See here for more information.
To complete the area quest, simply give a bottle of doppleganger ashes to Clarenius after the run has been completed

Tank/melee: they can share the same role hereHealer: one is plenty, two is overkill
A Strider can solo this run with healing potions, the proper weapons and using your bear to tank as often as possible.

Level 1: It's just straight south from the claim. Kill the boss here, unlock the door south and drop the key in the room the boss was in. This will allow you to recover the run should everyone die.

For the next two levels, the trick is to never enter a room that doesn't have four exits in it (except dead ends, as noted below). When you enter a level for the first time, simply move around until you find yourself "trapped". Moving out of this room will simply reset you to the beginning of that level. Using the 'map' command you can now see the path you should follow.

Level 2: Your path will follow a general "U" shape, starting at the left tip of the "U". The mobs prior to the boss are softies and die in a few rounds. After you move into the final room with four exits, move north to fight the boss of this level. Once defeated, unlock the door down and drop the key.

Level 3: There are three sub-levels to this level. They all follow the same principle of never entering a room with less than four exits. When you reach the end of the path for your first sub-level, move to the one room that you do not have mapped. "A Dizzy Spell" is the beginning of a new sub-level. Once you finish the third sub-level you should defeat the level boss, unlock down, drop the key and move onto the final level.

Level 4: No movement trickery here, it's a straight line to the final run mob.

Vietu: Vulnerable to smash, it will also bash and stun the tank quite frequently. Keep this in mind if soloing that you should start fleeing early for safety. Unlock the door north and drop the key, this will be important for the final mob.

Guejue: Vulnerable to freezing, this mob does nothing special and should be an easy kill. Unlock the door north and drop the key.

Ywoedee Xheo: This mob will energy drain and blind the tank. It also has an mprog that will heal itself slowly every 2-3 rounds. Soloing Striders should have the cure blindness spell and some healing scrolls to regenerate mana if necessary. Unlock the door north and drop the key.

Nihmie: Vulnerable to slash and the final run mob. After entering the room, be sure to keep the door south closed. Nihmie has an mprog that forces anyone fighting him to flee up to ten times. He also has an mprog that will transport you to the beginning of this level. The doors will sometimes reset while you're battling Nihmie, so it's a good idea to get the key, unlock north, drop the key, open north, move north and so on until you're back in the room with him.

Once claimed, enter the crack in the floor and give the potion from Dethecus to the waiting angel.

If the angel gives you a dark key, you will be able to get the Eternal Lance of Fire later on in the run

If the angel gives you only the potion back, pass it to the healer as it will restore mana

There are multiple traps set in this run that will damage people and even dispel them as you move through the area. Everyone but the person leading the way through the run should recite scrolls each time the group moves to a new part of the run. You should also take care to make sure you have your spells up before entering a room with Morthazar.

ne2ne: kill Terrachus if he is alive, no loot is given from him

3esdsesd2en: Morthazar will be down, which must be unlocked with the key you received from Dethecus

You will attack Morthazar a total of five times on this run, each time the tank enters followed by the healer and melee. Every 20% he will flee to another room, making you retrieve a new key to hunt him down. He also has a massive damage feature that will occasionally hit anyone in the room, healer included.

u2seds: kill Utalrund for the second key

nuw2nd: Morthazar will be east, 80-60%

wunwuen: kill Protazur for the third key

swdesde: Morthazar will be east, 60-40%

2wus2wunwnun3w2n

If you received a dark key from the angel, move up and west from this point. Unlock the chest and retrieve the Hammer of Eternal Doom. Give the hammer to Aramirak, the Crypt Smith 2en of the chest to receive the Eternal Lance of Fire. If you did not receive the key from the angel, move up east north. Moving up has a chance for you to slip and slam into the ground, and every member of the group must move up regardless of them following anyone. Kill Aramirak (after you have received the lance, if applicable) and get the fourth key.

swd2s3esdsesd2end2e: Morthazar will be east, 40-20%

3wus2wunwnun2wdse2se: kill Bakamural for the fifth key

w2nwnu2esdsesd2end3e: Morthazar will be east, 20-0%

Morthazar will have summoned three Death Knights to aid him for this final room. Target the Knights first as they die easy yet deal massive damage to the tank. Upon Morthazar's death, he has a chance to drop the burning skull of an Angel which is the best normally obtainable rolls floater in the game.

North of Morthazar will be the Guardian of the Undead Chest. If you have a Heucuva, Lich or Wizard (with imp invis) in your group, you may give the key to operating an unknown system to them and have him walk past the guardian and unlock the switch, killing the Guardian. Otherwise the group can engage the Guardian as normal with the tank leading. The healer should initially energy drain the Guardian. Reciting should keep the tank alive after that.

The setup for this run is very touchy. I will detail the steps that make it this way. I will not give answers to all of the riddles here as you can simply go to google for that at the time of setup. There is no time limit for answering the questions.

When you see nymphs say leaf, yes, and please in that order to have the nympg give you a leaf. Once the nymphs stop giving you leaves you have them all.

Put all of the leaves in your bag, find the first treant. Either side doesnt matter. Take the leaves out of your bag and unlock his door. pu the leaves back in your bag before moving. COntinue this process until you find yourself in a room with just a stone on the floor. Get the stone and unlock the way north.

Adventurers boots - Not worth it because of the disease affect it adds.

Phoenix feather band - Caster ring. same stats as scaly ring but has added spell affects.

Phoenix footprint tat - caster tattoo.

Miscellaneous junk weapons - junk.

>>> Weapon's have had an upgrade option added recently.
>>> Now, with some ingredients listed below you can take your (junk) weapon to Otto the shopkeeper.
>>> Gather a Good & evil weapon, perfect dream stone (Cots), red feather from G&E, gemstone necklace (above). Note: What weapon you get differ on the based G&E weapon.
>>> Next; bring all ingredients Otto the shopkeeper, located at Otto's Exotic Weapons immediately south east of the G&EF Claim. Have items in inventory, and follow MPROG instructions. (say craft)

Three reciters will generally keep a tank Priest alive while the melee work on the dragon's enormous HP.

When the main dragon summons a wolf, the wolf character should engage it and stop reciting.

There can be multiple wolves at once. The Strider should be able to tank as many wolves as will spawn and should keep reciting. If using a Mercenary for wolves, they can kill the wolves as they will make quick work of it.

Again, it is ideal to use a Strider for the wolves. They can rescue the healer if a wolf engages them and cleave does enough melee damage to deal with them.

After the main dragon dies, kill the remaining wolves.

If the entire group dies, the initial packs of wolves may have respawned and you will have to kill your way through them. Most veteran players have characters they can log to deal with this. All you need is a couple pieces of armor and some decent weapons. When summoning people back after a wipeout, make sure group members all have fly before being summoned or they could fall straight into the dragon's lair, dying again.

Relocate to "elite barbarian" and walk west. Follow the way up and west out of the Barbarian Stronghold. Summit the Cairn and then travel inside of it. There will be some aggressive mobs around but nothing you shouldn't be able to handle. Kill the Cleric of Thrym for a black ice key, which will get you access to the rest of the run.

Let the tank enter and immediately follow. Melee should concentrate on killing Icingdeath first because he has the largest damage mprog of the two. After Icingdeath dies, work on dispelling Kelvin's sanc. Kelvin needs to be blinded by the time he dies. Whoever looted Icingdeath will have the key to the treasure room.

Two rooms north of the knight will be the elemental dragon room, usually referred to as just "dragons". The tank will enter the room, with the healer and melee following. A veteran player will typically call out the color dragon to hit as one begins to die, pay attention for this so everyone focuses on one mob at a time. This will be less taxing on the healer.

After you've killed the dragons, the door to the north must be picked by a Mercenary, Strider's bear or Priest's elemental

The final room will hold Tchazzar and a vampire of an ancient wurm initially. Enter the room and kill the vampire. Vampires will randomly be loaded by the final two run mobs and their presence will prevent fleeing the room.

The tank will hit Tchazzar and any class that can cast blind will attempt to blind Tchazzar. Do not gouge or dirt kick, as this affect only lasts one tick. Until blinded, Tchazzar will randomly kill people she sees in the room. Avoid using any negating weapons as this could remove the blindness.

After Tchazzar dies, the Dracolich of Tchazzar appears. It will randomly attack anyone in the room when it spawns and shares the same "instakill" feature of Tchazzar, only this mob should not be blinded because it will kill everyone in the room. The tank matters little for this portion of the run because of the instakill feature.

It is a good idea to leave one melee character off of the main mobs, keeping them available to deal with vampires as they spawn. This person can wear non-removable piercing weapons such as Soul Drinkers or a DK piercing weapon.

The elemental dragons each have a chance to drop scales of their color. A set of five scales, one of each color, can be changed into a Suit Prismatic Dragonscale Armor in Swordancer's Realm for a fee of 500 platinum.
Some time ago the Tchazzar run received a makeover and new set of loot. The two tables below are organized into the colloquial "Old Tch" and "New Tch". Each has a chance to load on death of the Dracolich.

Tchazzar will also drop a key used to unlock the door immediately east of her. Kill the nearly dead adventurer for a low percentage chance to load a Shimmering Sword of the Dragonkind, the best normally attainable one-handed slashing weapon in the game. The key can then be used to obtain the Tome of Arcane Sorcery, an item for hero Wizards that allows them to cast global arcane spells.

Teilmon is a standard hack and slash run. The tank enters first, followed by the healer and melee. Teilmon will meteor swarm the tank so the healer should pay close attention to the tank after a particularly large swarm. When Teilmon dies, four elementals will form and may hit the healer. The healer can recite through this as the elementals don't deal a great deal of damage. If the tank is able to rescue, it should do so to keep the run on the safe side.